dugman
dugman
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I'd love to see them bring over the custom matches you can set up against bots from DbD Mobile. That was a great way to practice that game and explore maps and such with any character you wanted.
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I don't know how good or bad he is currently, but I do like playing him less since his turning speed while aiming is so slow. (Prior to the nerf you could turn while moving and then do an instant shot in the direction you're facing. Now if you want to change the direction of your shot you have to turn while aiming which feels like swirling in slime.)
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@Dwight_Fairfield said:
Kind of boring as you just hold W to outplay her.
How is that different from most killers? Holding W is a decent strategy most of the time, you don't have to be against Artist to do it.
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@bnork said:
https://forum.deadbydaylight.com/en/discussion/comment/2722197#Comment_2722197
Im glad you don't have a problem with MMR, but you are flat out wrong when it comes to the community not being upset about it, open twitter, YouTube, steam, twitch and you will see thousands of people that are just flat out bored or upset about the state of the game. And i don't really care about steam numbers, the game isn't dying it's just not in the best place in my opinion.
Thousands of people complain all the time on all major game forums. Players who are content don't log on to post "Yeah, I'm having an ok time", but people who want to gripe post non-stop about whatever it is they're upset about. Vocal forum users are part of a gaming population but not "the entire community".
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/302373/who-and-what-is-mmr-for
If you would know how the matchmaking works... you'd probably understand why such edge cases happen. If the matchmaking has nothing to work with, it will pair you with different skill level to compensate the waiting time in the lobby.
https://us.v-cdn.net/6030815/uploads/UAZAB04PZ0PB/image.png
You can't really fix this, they can tweak the matchmaking as it's stated but if there are just no players around the time you are searching... the only possible solution is to make you wait 1 hour (an example).
As well as stated by DesignDad, if the matchmaking is very unsure on your rating as a player in DbD... it will throw you on a match and proceed to adjust depending on your performance.
Yeah hopefully DesignDad is following up on his question about taking opponent's Grades off the endgame screen. There's no reason to see opponent's Grades, they're not used for matchmaking and it just causes a bunch of confusion. I'd love to see them replaced with a rough MMR bracket.
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- I don't have a problem with MMR, my matches are pretty reasonable. Just my personal anecdote.
- "Nearly the entire community" isn't complaining about anything either way. Most players don't even come on the forums at all let alone complain about MMR or even understand what MMR actually is.
- The Steamchart numbers are about the same for December as they were for November. The game didn't have a mass exodus this month. (In fact, every December going back a few years DbD loses about 1% of its player base since it's a lull between chapters and gains a bunch of people in the Spring when the next big chapter releases, which in this case will be Ringu.)
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@BaconyToast said:
https://forum.deadbydaylight.com/en/discussion/comment/2721692#Comment_2721692
Is it not obvious..?
High mmr survivors bring nothing but meta perks. Hence the 15 (16 if swf) meta perks.
… and? Sounds more like you don’t like the perks than anything to do with MMR.
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Sorry, what does any of this post have to do with MMR?
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I have no idea what the killer in Ringu will be like, or how good or bad she'll be, but I know one thing.
😝🔦🔦🔦😡 is totally going to happen.
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60% is quite respectable, nice!
Not surprising there are a lot of Blights and Nurses, consensus is they're very good killers at that level.
Nemesis being the third most popular killer is a little surprising. Not only is he paid DLC only (can't buy with shards) but most of the killer tier lists have him as right smack in the middle of all the killers. Not too bad but not great either. He even appears more than Wraith and Huntress who both come with the game and more than Artist and Pinhead who are both newer killers. I never played Resident Evil personally but I wonder if the license popularity is why he had so many matches? Or could just be dumb luck, who knows? 🤷♂️
(Coincidentally I had a fun game with him tonight using the add-ons that make zombies faster and respawn them faster and give me more infection when I kill them. Just used them as radar and then killed them after to level up the whip. Even got to see a zombie hit someone for once! ... I still killed him but I'm sure he understood it wasn't personal.)
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@CleanseThis said:
https://forum.deadbydaylight.com/en/discussion/comment/2720981#Comment_2720981
Not to mention the "data" im sure doesn't factor in killer builds to reach these said numbers. if players played bubba or trapper with the mindset of doing a basement build all the time, it would skew the data because said killers are more than likely pulling out 2k-3ks with the occasional 4k without really ever traversing the map and hence the nerf hammer in due time will be on its way due to "over-performance".
For sure, the devs explicitly said the most recent kill rate chart from a couple of months ago for example was across all games. It's not filtered by MMR or builds or anything else, just by killer.
That being said they also made clear they don't balance based on that chart. Presumably when they nerf an add-on, for example, they're comparing games involving that add-on versus games without that add-on at various MMRs and, given how much data they have, probably also pivoting based on other perks that it appears with to look for popular combos and see how well they do, etc.
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@[Deleted User] said:
Nearly every killer on the roster has a +50% kill rate and survivors have been repeatedly nerfed over the years. What light are we trying to make them see?
While I agree in principle that a lot of calls for killer buffs or nerfs, etc, are based on just pure speculation, I think it's important to keep in mind that the overall kill rate averages of killers the devs periodically post are not intended as a primary indication of much of anything, even according to the devs themselves. A 50% average certainly isn't a bad sign, but you have to consider the variances of the numbers and the medians, not just the average. For instance if hypothetically half the matches are 0 kills and half are 4 kills with virtually nothing in the 1-3 range that's a 50% average but totally not what the devs want to see, they don't want the results to be that swingy. Also the overall averages can skew toward lower skill floor killers and against higher skill floor killers. Nurse has by far the lowest average kill rate because she's so difficult to learn to use well, but her kill rate among Nurse mains is terrific (I think? Even the devs use Nurse as an example of why you should take those kill rate charts with a grain of salt.) And of course it says nothing about things like possible balance issues between swfs and solo players for example.
So yeah, 50% averages is nice to see, it's certainly better to see that number than a 70% or 30% average. Just remember it's not the end of the story is all.
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The Cenobites problem is to open the Box he can never remember which PIN to use. 😄
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2720590#Comment_2720590
Blight is great, but some of his addons need a tweak. They are a tad too strong.
Doctor is one of my favorites, but the wonky validation on his shocks never ceases to annoy the pants off me. People also hate playing against him for some reason (Pig and Myers I can understand due to some of their meaner addons, but Doctor is weird).
Freddy...sigh. He used to be brilliant, and a few slight tweaks would have reigned him in. Gutting his addons just makes him boring now I find.
Following on Freddy, I always use his fake pallets. Snares are more effective, but fake pallets are hilarious, I never get tired of someone throwing one, getting the blood explosion on their surprised face and then a free hit. 😄
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@DyingWish92 said:
It's to big. Just like RPD. Devs acknowledged big maps are a problem awhile back but they keep putting out continental size maps. The devs don't know what they are doing.
It's literally the median map size. There are seven other maps the same size, 14 larger maps and 15 smaller maps.
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I like Demo, too bad he's not for sale any more. 🙁
Blight's also a good killer. Has a bit higher skill floor but you can at least get around the map quickly with him even if you have trouble landing Lethal Rushes. And his ability is run to use.
I personally like Freddy and Doctor, they're not as powerful as Blight but I like they way they work.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2720524#Comment_2720524
The killer version is way more niche, but is pretty fun on Doctor/Nurse/P.Head/etc
Even the killer version is ok, it's more useful for the survivor since they steer where they chase goes for the most part but Zanshin Tactics does help the killer too, showing them where breakable walls are they might want to deal with or where pallets are they might want to break ASAP or giving them a heads up which direction they might want to approach from.
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They have tweaked other Blight add-ons since his release, so they must have determined that Alchemists' Ring wasn't that bad in the data when they were doing a balance pass on him last year.
Personally I have no opinion on it one way or another since there's no public match data to go by, it's all anecdotal how good it may or may not be and I don't play Blight often enough to be that consistent hitting with his Lethal Rushes. 🤷♂️ It does strike me as an add-on that is highly skill dependent in that if you can't really reliably hit Lethal Rushes you're not getting nearly as much value out of it, but if you do hit them it's like have an always ready catch up mechanism after every hit which I am not surprised Blight mains find really, really useful.
Really objectively the only way to tell for sure if it's too powerful is compare a bunch of matches of highly rated Blights who use it versus high rated Blights who don't and see what the impact is on the kill rates. It's questions like this when I wish we had better access to game match statistics, I'd be really curious to see how it breaks out.
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A lot of complaints about NOED stem from a mistaken belief that if the gens are done the survivors “won”. But there’s a while other minute or two at least left in the match to get another down or two or three, and NOED is simply designed to help during that time frame. There’s nothing cheesy or cheap about having a perk that helps in the last couple minutes of play just like there’s nothing cheesy or cheap about having a perk that helps in the first couple minutes of play.
There’s also a common misconception that if the doors are open the killer is bad. But in reality the game is intentionally designed so that the median results between equally skilled opponents is that 1-3 survivors escape, which means most of the time even if the killer played well that the doors will still probably be open if the survivors played well too. Saying that NOED triggering means the killer played badly ignores the fact that all the gens are completed when killers play well, and in fact all the gens being completed is the rule and not the exception. So having a perk for that post-gen phase of the game is perfectly within the scope of the design.
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Couple thoughts
- For comparison the ability you’re describing it basically Insidious that also turns you invisible. Wraith in fact has this ability already as part of his kit, if he doesn’t move then he’s totally invisible and Undetectable.
- As far as mimicking a survivor, even if you happen to be facing people on comms this ability implies being Undetectable since obvious having a red stain and terror radius defeats the purpose of imitating a survivor. So at a minimum a killer who can do this is a bit like Ghostface where they have mostly unlimited Undetectability and 115% movement speed. Like Ghostface they’d probably have an additional ability or two to bring them up to snuff, but that alone is a decent supplemental effect. It just should be the only effect the killer has.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2720157#Comment_2720157
So I'd maybe fool the 1 or 2 people not in SWF, except for the times I don't, and the times where it's a 4-man SWF?
Still not exactly sounding like a worthwhile power. It's literally dependent on SWFs, and no Killer power should be shut down by SWFs, or it's a weak power.
Hell, SWFs don't even need perks to shut down this hypothetical power; just Discord.
Actually if you look like a survivor who’s not on comms then you can possibly fool the swf members who are on comms since they don’t know if you’re the solo survivor or the killer.
As far as whether it’s a worthwhile effect, … 🤷♂️ We’re talking about very broad generalities here, the devil would be in the details. Obviously simply looking like another survivor by itself as the only effect is probably weak, but it probably would be paired with other abilities. What else the killer can do outside of looking like another survivor and how well those other abilities synergize with the mimic effect would determine the overall effectiveness of the character.
By the way, being able to mimic a survivor implies Undetectability as a side effect. Obviously if you have a red stain or terror radius while mimicking someone that imitation is totally pointless. So even without anything else going on we’re talking about a killer that’s probably 115% movement speed with totally unlimited Undetectability, kind of like Ghostface but with a different ability than staking.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2719059#Comment_2719059
No it's not just a slap. If you get a VAC ban on steam for example, the game is removed from your account.
And facecamping is a general thing, not bound to low MMR. You see it everywhere
Literal Facecamping, i.e. just standing next to the hook waiting for people to come to you, is a suboptimal defense in a lot of situations so it’s used less often by high rated killers. The more common tactic is proxy camping which is patrolling between a nearby gen and the hook.
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@AngyKiller said:
Morphing into a Survivor is useless with SWFs on Voice Cheats.
Bill: I'm over by the Killer Shack
Ash: Oh, so the Bill at the Barn is the Killer in disguise.
It’s only useless if you’re imitating someone on comms, but 90-95% of games don’t have 4-person swfs. So if it tends to make you look like one of the solo queue survivors it might still fool people.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2719789#Comment_2719789
The game is currently balanced. Adding something like this would be a massive nerf to survivors and skew the game massively in the favor of Killers.
Ruin has to be destroyed for certain killers on certain maps or survivors have no chance of winning. Nurse, Blight, Billy, Spirit and Wraith on Coal Tower or other small maps would be insta-wins with undestroyable Ruin.
To clarify, the game might be roughly balanced, we don’t actually have much public data one way or another. I do think a lot of complaints about gen speed stem from a faulty expectation that the Exits should only be open in 50% of the matches when really most of the time the devs want some people escaping so the doors have to be open most of the time. But hypothetically it’s certainly possible that the gens are still a little too fast in matches between equally skilled above average players even when you take that into account, we have no way of knowing for sure. 🤷♂️
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2719085#Comment_2719085
So you're ranking down to go against people you don't have to actually try against to win.
I don't know where you're finding the room to "yeah, but" here.
He’s saying he’s trying to win but using suboptimal builds so his net rating is lower than it would be if he used a better loadout.
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@Pandeguayaba said:
https://forum.deadbydaylight.com/en/discussion/comment/2718871#Comment_2718871
I would love this, but remember that at the end of the movie, the only way to survive Sadako is to pass the curse on to someone else. It would be incredible if each survivor is passing the curse and in the end is sacrificed. It would put a lot of pressure on the survivors
Could be a little like Plague even, where using the TVs clears the curse but passes it to someone else or powers her up somehow.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/2718484#Comment_2718484
Looks like you didn't read the full text, read it again. After I used the word "huge", I literally said "I mean, the total area isn't that big compared to many maps, but it suffers from a similar issue to Ormond: there are loops, hooks and even generators spread through all the area, even on the edges, which means the area you have to walk is actually ridiculously big". As you can see, I acknowledged the total area isn't that big, but most maps don't have tiles, hooks and gens spread to the very corners of the map. Shelter Woods is huge on it's total area, but there is a huge gap between the edges and the tiles and gens closer to it, wich means a large portion of the map is made of deadzones and the space you actually have to walk is much smaller. This happens in most outdoor maps, the only thing Autohaven maps have near the edges are the Z walls.
Now look at Ormond and see how far the distance between gens go and how close some of them are to the edges, and how there are jungle gyms and the shack on the corners. Now, look at Eyrie of Crows. The loops are certainly closer to the walls of the edges than in any other outdoor map. That means the part of the map that is actually important is much bigger. That is: the area you need to traverse to reach gens and the distance survivors can run foward without running into a deadzone. Shelter Woods has a larger total area, but a smaller actually useful area.
I do agree that Eyrie and Ormond are very similar. They have the same size, they have bright outdoors, and they have a strong central building with two floors and a generator that also has a couple of god pallets.
I wouldn’t call either of those maps “huge”, but I agree with the reasons why they’re similar.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/2719446#Comment_2719446
If you had Deerstalker, Bloodhound, Whispers, Spies from the Shadows even(I think), or a better headset, perhaps you could do something about that. Also if that WERE to happen, who caused that situation to happen? The survivors didn't put themselves in the dying state and leave themselves on the ground. Also yes, I already suspect you to suggest to bring the new Boon or Unbreakable or No Mither into the situation, but in those cases, they can still be prevented by the killer standing over them to make sure that they're put right back on the ground. There are however no perks that mute survivor sounds on the ground, and if they're not bringing No Mither they still leave trails of blood(and can get up themselves if they are). Either way, any of these scenarios are only brought about by one person, and that is the killer. If you left them on the ground long enough to hide so far away from their original position you'll never find them, then that is kind of your fault.
- Spies won't detect crawling slugged people
- There's a well known glitch where sometimes downed survivors make no noise
- It doesn't happen often but I have had survivors intentionally crawl into remote corners while I chased someone else and had trouble finding them because their blood trail had dissipated or was in dark terrain and they were in a shadow and their body was nearly impossible to see. Yeah, it's partly my fault if I can't find the survivor in that case, but it's definitely not me being toxic or rude or whatever.
- For reference the killer already loses 700 or more bloodpoints when someone bleeds out on the ground. (They don't get the 500 points for hooking them and also don't get the 200 points for the hook sacrifice)
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@Alionis said:
You might have misunderstood the wiki, it's not that perks are completely removed while controling him, but that their active effects won't trigger on him. Perks that have passive effects or effects that are not tied to the killer directly will continue to work, since they those don't care whether you're controling him or Charlotte.
Thanks, which specific perks did I get wrong then?
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2718838#Comment_2718838
The autoban is at one hour and eight minutes on the anniversary stream.
Sorry, I thought you meant 1hr 8mn on the dev stream that was posted in this thread. Are you talking about a 4th Anniversary stream?
P.S. Ah found it, 5th anniversary stream
P.P.S. Yeah, the dev didn't say too much other than that they were thinking of using the thumbs up and down to do autobans. Which yeah, sounds like a terrible idea, kind of glad that got shelved. I'm guessing they did some internal testing and realized how many bogus bans they'd get from it and shelved it.
Here's that clip
https://www.youtube.com/watch?v=3-ip1w-FrSY&t=4058s -
@BirdSpirit said:
https://forum.deadbydaylight.com/en/discussion/comment/2718566#Comment_2718566
This is kinda awkward though since if you end up in a situation where the killer gets 3 survivors early, you HAVE to stealth around and avoid the killer. I was in a match for half an hour because I was hoping Hag would close the hatch and power the exit gate but that never happened. She eventually did find me but that was after like a 15 min lull.
Right, but that's why I said it would be something like "no scoring events". If Hag is placing traps that still earns her points, for instance, at least until she hits the cap on the category.
Also usually you could try and find the hatch yourself, even with Hag you could hypothetically crouch walk to the trap and immediately escape if it's open. I'm not sure what was going on in the match you described but it's really weird to have it go for 30 minutes if the survivor is actually trying to get out the open hatch.
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It's an interesting idea. One thing, you don't need to randomly generate the hook per se, all the hooks are already on the map. Just use an existing hook should be fine.
If this were implemented they'd probably also have to do something like slow gens down slightly to compensate since overall this is going to negatively impact kill rates.
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@Avilgus said:
https://forum.deadbydaylight.com/en/discussion/comment/2718871#Comment_2718871
A power like that would be probably fun to play against (maybe not for stretch res players) but uninteresting for the killer side because it's too passive and mainly based on how survivors play.
I have to be honest, the thought that stretched res players would be screwed by that power makes me want it even more. 😄
You have a point about her probably needing an activated ability other than teleporting to be more interesting to play though for some people. (Maybe? Hard to say without actually trying it.)
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Total speculation, but the ones that come to mind for me for Sadako would be
- The maps have televisions in places where the Jigsaw boxes can spawn. Sadako can then teleport between the television similar to Freddy's teleport.
- Sadako can Curse suvivors somehow. It could be an activated ability, but I'd love to see something like a passive ability where survivors who have her in their field of view too long become Cursed with bad conditions (some Hindered, Exposed, Blindness, see hallucination, etc or some combination). So survivors actively have to try and not look at her while doing gens and running away from her to avoid being Cursed.
- Once Cursed survivors can lift the curse by visiting a television and doing an action, a bit like Pig's head traps.
I think something like the above could work in principle. She'd have passive slowdown in that survivors would be enticed to visit the televisions rather than doing gens. And if they don't lift the Curses then if that can lead to them being Exposed or Broken then Sadako can one-shot down them. Also if the Curses include Hindered that would give her a bit of extra anti-loop in a way too.
Like I said, though, total speculation! It'll be really interesting to see what they do with her.
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VHS looks more like an Overwatch style shooter. Which is fine, but if I wanted to play that style of game I'd just play Overwatch. 🤷♂️
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2718697#Comment_2718697
We all know speeding is against the law in every state but if nobody ever got a ticket for it then is it really l?
People do occasionally get speeding tickets. And people do occasionally get banned from DbD.
Do the majority of people who cheat and use bots get banned? Probably not since they'd only get banned if someone reports them for doing it with video evidence and most players don't record their games. (I'd love it if the game automatically saved a game replay on the server side whenever a ticket was placed so it took the onus of recording games off the players, but c'est la vie.) But they do generally speaking ban people, they just don't advertise specific people being banned or have a public list of who's banned and when.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2718699#Comment_2718699
I am going to have to apologize for this. It was in the anniversary stream. Dunno how to share timestamps with the YT app, but the pertinent information is around 1:008. The QnA stream was where they revealed that the MMR system they've been working on for years is just a binary W/L evaluation. Equally idiotic.
Thanks! 1:08 is where they posted the kill rate chart which is always fun. 🙂 I still can't find the question where they talk about how the MMR works though (I found the question where they talk about why the MMR is hidden but not how it works.) Likewise the autoban question.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2718667#Comment_2718667
And I'm not going to rewatch the 2hr video to point it out to you. The game designer says it at some point. There were fifty threads pointing out how is an awful idea at the time.
Ok, I'll just ignore your comment then, I have no way to know what you're even talking about or if you're misremembering something they said or if it's even relevant to the conversation unless I can actually see the quote.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2718676#Comment_2718676
Is it really wrong tho? When have you ever seen anyone get banned for it?
Got any proof?
If you wanna claim it's wrong the circumstance of providing proof lies on you
I already posted the link above that explicitly lists botting under their official reasons for temporary bans. Now it's up to you to prove that that list is wrong.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2718617#Comment_2718617
When they can click it so fast it sounds like a machine gun no human can click that fast, when they can click it so fast the sound is constant then it's a macro
https://forum.deadbydaylight.com/en/discussion/comment/2718665#Comment_2718665
I already said it's bannable if you ever bothered to read my second post but if you do go back and read it I'm pretty sure the devs said it rarely happens we just had this discussion like 3 weeks ago I'll look for the thread if you want
I did bother to read both your posts, I responded to the one that was wrong.
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If they want to nerf Dead Hard I think a better, and probably more popular way, to do it is to remove the invulnerability aspect. Keep the perk's ability to lunge the survivor forward a decent distance but remove the invulnerability so they can still hypothetically be hit during the lunge. I had a poll up recently about this, in fact, and of all the respondents who use Dead Hard regularly virtually all of them would still use the perk if it didn't have the invulnerability during the lunge.
@dugman said:
Not that I expect Dead Hard to change any time soon, but out of curiosity, if hypothetically Dead Hard was changed to be either
- Give damage immunity but not give any extra movement distance
- Give the extra burst of instantaneous distance but not be immune to damage during it
would you still use Dead Hard in either case?
(I got curious about this question since it’s such a popular perk and, from what I can, the most popular Exhaustion perk, as well as often being cited as the most effective exhaustion perk. Which makes me wonder if its one aspect or the other of Dead Hard that attracts people, or truly the combination of the two effects.)
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2718501#Comment_2718501
In that video they also said they'd implement an autoban system. How's that working out? Not at all, for obvious reasons.
They come up with just the dumbest, most simple-minded stuff all the time and back off from it. How long did it take them dipping their toes into MMR before they went ahead and shoved it into the game? What solution could they possibly have that works and doesn't screw the killer over? There's nothing.
What's the timestamp of the autoban comment? I'm not going to watch a 2 hour long video to hear the quote.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2718580#Comment_2718580
I see probably 20 flashy macros a day
Press x for doubt
They don't ban for using flashlight macros to make annoying sounds, but they do ban for using bots and autoclickers to be afk an entire match. (It would fall under Unsportsmanlike Conduct -> Botting in their list of temporary bans)
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2718480#Comment_2718480
Exactly, showing grades makes people think they're relevant, and hiding MMR because you're ashamed of how weak the system is just means new players don't even know it exists.
I don’t think they hide MMR because they are ashamed of it, they made the decision to hide it long before it went into effect. The reasons they hide it, I think, are
- They didn’t want people figuring out ways to game the MMR. People game the emblem system, for instance, because they known that they can do things like heal in the Exit gates for higher emblem scores even though it’s totally unnecessary to do that to get out, or on the killer side running around breaking extra pallet at the end of the match for more emblems, or “farming”. MMR is mostly just based on escapes and kills but how much the rating actually goes up or down depends on other factors as well.
- As I recall one of the devs mentioned in a dev chat that they didn’t want players to use a higher rating than another player as an excuse to throw insults at people or dismiss their opinions. Of course the ironic thing is they still show Grades, so anybody who wants to insult weaker players would probably still talk smack about someone’s Grade being lower. (Hopefully they’ll keep working on removing opponent’s grades from the endgame screen to at least get rid of that confusion.)
Personally I think it would be beneficial overall to show at least rough relative MMRs for you and your opponents, if only to give you an idea of where you might stand in a hypothetical leaderboard of sorts. That’s just me though.
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Just an aside on one comment from the original post
But when you put in a couple solid minutes into chasing someone, allowing the other 3 survivors to do gens, that should give you some progress.
One caution for newer killers is you shouldn’t overcommit to chasing just one survivor. You really shouldn’t be in a position where you’re chasing one survivor “for a couple of minutes”. Because if that happens, like it says above, you still have three other survivors doing gens and you’ll lose the match even if you eventually down that runner.
If you chase someone you should be prepared to break chase and switch back to the gens if it becomes clear you’re not going to get a hit or down in a reasonable amount of time. A rule of thumb I use is, after I force a pallet drop and it looks like I need to break the pallet rather than game it, I’ll consider breaking off after the pallet breaks to go chase other people off the gens. Worst case the survivor I chased gets on a gen themselves while I do this, but on the other hand they may go hide for a bit or try and follow me in hopes I keep chasing them or go chest or totem shopping or who knows what? But meanwhile I’m definitely pressuring a different survivor off the gens and hopefully even catching them a little out of position or getting a survivor who isn’t as good at evading me. Switching off like that helps steer your chases toward the weaker runners which in the long run is what you want to do (down the weak links quickly to help you exert pressure on the stronger runners as the weaker survivors need to be rescued or die).
Of course as a new killer he average survivors are probably all better at loops than you are, but hopefully if you learn to know when to consider switching targets it will be a good habit to have once you get in the groove of it.
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Yes, you can get banned for using things like autoclickers and bots.
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Trickster looks ok, not my favorite but … 🤷♂️
I do like his trailer music though!
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/2718561#Comment_2718561
I don't know what makes you think that. Scott has already made tons of videos with suggestions on how to make the game better. At least in his opinion. If they really cared, they would have already said or even done something in that direction. The only thing I know is that McLean has reacted to his "Patch 7.0.0" and he's not even a Dev anymore. Also he didn't like most of his suggestions anyway.
Because the devs do reply here pretty frequently to lots of peoples posts so they definitely do get the feedback. And just because they don’t comment on stream or YouTube chats doesn’t mean they don’t see them or get feedback on them. And at least some of the things Scott has mentioned have actually come to pass like the removal of Deathslinger’s instant shots.
Plus Scott is a really good player but honestly I agreed with McLean’s takes on a lot of those Patch 7.0 suggestions, they weren’t all good ideas in my opinion.